Changeset 2967 for GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders
- Timestamp:
- 09/23/08 18:02:33 (16 years ago)
- Location:
- GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/antialiasing.cg
r2891 r2967 1 #include "../shaderenv.h" 2 1 3 struct v2p 2 4 { … … 18 20 19 21 22 23 float3 ToneMap(const float imageKey, float3 color) 24 { 25 float3 outCol; 26 const float pixLum = 0.2125f * color.x + 0.7154f * color.y + 0.0721f * color.z; 27 28 // adjust to middle gray 29 const float lum = MIDDLE_GRAY * pixLum / imageKey; 30 31 // map to range 32 const float scaledLum = lum / (1.0f + lum); 33 34 /*outCol *= MIDDLE_GRAY / (vLum + 1e-3f); 35 outCol *= (1.0f + vColor / LUM_WHITE); 36 outCol /= (1.0f + vColor);*/ 37 38 outCol = color * scaledLum; 39 //vColor.rgb += 0.6f * vBloom; 40 41 return outCol; 42 } 43 20 44 float4 main(v2p IN, 21 45 uniform sampler2D colors, 22 uniform sampler2D normals 46 uniform sampler2D normals, 47 uniform float imageKey 23 48 ): COLOR 24 49 { … … 86 111 float4 sc = tex2Dlod(colors, float4(IN.c.xy, 0, 0)); 87 112 88 return(s0 + s1 + s2 + s3 + sc) * 0.2f;113 float4 col = (s0 + s1 + s2 + s3 + sc) * 0.2f; 89 114 //return (s0 + s1 + s2 + s3) * 0.25f; 115 90 116 //return float4(w); 117 col.xyz = ToneMap(imageKey, col.xyz); 118 119 return col; 91 120 } -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/deferred.cg
r2966 r2967 15 15 float4 color: COLOR0; 16 16 }; 17 18 19 20 float3 ToneMap(const float imageKey, float3 color)21 {22 float3 outCol;23 const float pixLum = 0.2125f * color.x + 0.7154f * color.y + 0.0721f * color.z;24 25 // adjust to middle gray26 const float lum = MIDDLE_GRAY * pixLum / imageKey;27 28 // map to range29 const float scaledLum = lum / (1.0f + lum);30 31 /*outCol *= MIDDLE_GRAY / (vLum + 1e-3f);32 outCol *= (1.0f + vColor / LUM_WHITE);33 outCol /= (1.0f + vColor);*/34 35 outCol = color / scaledLum;36 //vColor.rgb += 0.6f * vBloom;37 38 return outCol;39 }40 17 41 18 … … 74 51 const float4 ambient = glstate.light[0].ambient; 75 52 53 return (emmisive < 0.95) ? (ambient + diffuse) * color : color; 54 76 55 //return (saturate(((ambient + diffuse))) * (1.0f - emmisive) + emmisive) * color; 77 return saturate((((ambient + diffuse)) * (1.0f - emmisive) + emmisive) * color);56 //return saturate((((ambient + diffuse)) * (1.0f - emmisive) + emmisive) * color); 78 57 } 79 58 … … 86 65 uniform sampler2D positions, 87 66 uniform sampler2D normals, 88 uniform float3 lightDir, 89 uniform float imageKey 67 uniform float3 lightDir 90 68 ) 91 69 { … … 161 139 uniform sampler2D noiseTexture, 162 140 uniform float2 samples[NUM_PCF_TABS], 163 uniform float3 lightDir, 164 uniform float imageKey 141 uniform float3 lightDir 165 142 ) 166 143 { … … 207 184 OUT.color = (emmisive < 0.95) ? (ambient + diffuse) * color : color; 208 185 209 OUT.color.xyz = ToneMap(imageKey, OUT.color.xyz);210 211 186 // also write out depth component 212 187 OUT.color.w = color.w; -
GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/sky_preetham.cg
r2964 r2967 92 92 OUT.color = float4(hcol, 1.0); 93 93 94 OUT.color.rgb *= 5e-5f; 94 //OUT.color.rgb *= 1e-2f; 95 //OUT.color.rgb *= 2e-5f; 95 96 96 97 //OUT.worldPos = mul(glstate.matrix.inverse.projection, OUT.position);
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